Thank you! If you have any suggestions for the battleALL GUI they are welcomed!

I nitpick these kinds of things. There is too much blank space for just an HP bar. Maybe if you had added a little more info in it (such as; the name of the Pokemon you're fighting & the level of it), there wouldn't be as much blank space. I suggest making it more vertical than horizontal. I'm not sure what the right-hand side, Pokemon ball, blank slate is - but I assume it's for the Pokemon you have in your belt. Depending on how spaced out they will be from one another, that looks fine, other than I believe it could be expanded just a bit larger (both vertically and horizontally). And what I mean by this is the Pokemon, not the slate itself. The text is a bit hard to read, but that may come from the resolution I am viewing it at. However, I still feel like there should be less blank space on the right-hand side of this slate, to make it equal on both sides and look less tacky. You should also add more of a border, like black lines and such. The images just seem to collide with each other, and it makes the switch between the two just unbearable to look at. And... Must I say anything about the action bar? The text in it isn't even aligned in the center properly. As well as everything else, really. Nothing is aligned properly, every element has disoriented blank spaces, and not equal on each side. Now, there can be some cases where it works out like that, but not in this case. Such as your action buttons. I will say one thing, I do like the font you used for your names and chat box, but please do something about the font in your action buttons.

That's all! I hope you take some of what I said and jot it in your notes!

As a side note: This looks absolutely amazing, I will definitely be playing this if it's as good as it looks.

Added a trainer systemCreated a battle packet determining the battle type whether its a trainer wild pokemon or player battleI also fixed a small issue with rendering

MovePacket has been created sending the information to the client

Modified cache to load from dropbox dumper updated compile error added fields to the added pokemon class Modified packet sender and config loader type checking refactored the opponent variable + moved it to Entity class refactoring + battle simulator added resolved bug removed 1 pokemon class and moved its variables to the other resolved compilation error added support for attack packet approach packet mob to player Ability added to pokemon class pokemon ability reloading moved to configuration loader removed alberts shitty hardcoding Added Accessors to our stored data Wrote configuration loader for definition loading on start up Trainer class modified removed clipping (temporary) Added trainer class Added the enterBattle packet refactor client now checks status of server, does not initialize if server is offline moved convertmaps to util, removed duplicate code, cleaned warnings more map processing Fixed some bugs Modified mapper for new ORRE region maps converting maps support Gif Player Tweaked the transition system and added a new transition of a pokeball fixed oves file bug and strings for perfection Battle Animations can now be transitioned through states You can now switch from active to battle state pressing A When you successfully fled the battle you are returned to the game bug fix refactoring and music player battle option functionality battle networking and documentation updates battle networking logic progress implemented interface request interface requests can now be made through the server sending battle data all buttons sending packet data battle state updates ArrayUtility upgrade, friends, configs, Item.java, and that should be it ArrayUtility.java, MySQLUtility.java, Rand.java, ItemContainer.java, Item.java battle code started need to speak with anthony further cleaning up packets removed a packet that i thought i was going to need but dont (yet) getting battle networking started pokemon json added battle networking logic New loading screen for cache downloading Made some modifications on pokemon rendering so it supports all Flawless auto scaling for battle gui added coordinate based event system + sample door event All the Front Pokemon gifs have been dumped All the Back Pokemon gifs have been dumped

Heres a video showing what we have so far with the region and battle system (wild pokemon)

Ignore the small kyogre lol

Heres another video of our battle system so far we integrated all the formulas they are working great its not synced with the client this is only the beginning of it we still need to do more work on this

This entire project is an eyesore. For the love of god, please choose one graphical style and stick to it. Stop using smoothed high-resolution 32-bit-color text with a translucent background on top of pixelated low-resolution 16-bit-color graphics. Your icons at the top... None of them are remotely alike. The first one is smooth and looks like a rendered model. Next you have a jagged sprite, followed by a stretched low-res chat bubble, a high-quality sprite, a shrunken map, and then a custom icon with an arrow that doesn't match anything else.

Then there's the quality of everything else. The character's animation not resetting when its walk cycle stops, the battle status images in arbitrary locations with respect to the battle scene and each other, the HP bar having a transparent empty bar (what happens when the background is green, red, or yellow?), the background battle image looking like it's been compressed, some Pokemon sprites or models being stretched while others aren't, the battle GUI lacking borders (seriously, the top line of the bottom box isn't even straight...)... I could go on and on.

I understand this is a work-in-progress, but my god man, I've made a Pokemon clone and it's not that hard, especially since you can rip the graphics and copy designs from the games! Ugh, I really don't understand why all Pokemon MORPGs end up looking the way this one does.

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<ry60003333> i was too busy waiting for this dollar i found on the floor to respawn

This entire project is an eyesore. For the love of god, please choose one graphical style and stick to it. Stop using smoothed high-resolution 32-bit-color text with a translucent background on top of pixelated low-resolution 16-bit-color graphics. Your icons at the top... None of them are remotely alike. The first one is smooth and looks like a rendered model. Next you have a jagged sprite, followed by a stretched low-res chat bubble, a high-quality sprite, a shrunken map, and then a custom icon with an arrow that doesn't match anything else.

Then there's the quality of everything else. The character's animation not resetting when its walk cycle stops, the battle status images in arbitrary locations with respect to the battle scene and each other, the HP bar having a transparent empty bar (what happens when the background is green, red, or yellow?), the background battle image looking like it's been compressed, some Pokemon sprites or models being stretched while others aren't, the battle GUI lacking borders (seriously, the top line of the bottom box isn't even straight...)... I could go on and on.

I understand this is a work-in-progress, but my god man, I've made a Pokemon clone and it's not that hard, especially since you can rip the graphics and copy designs from the games! Ugh, I really don't understand why all Pokemon MORPGs end up looking the way this one does.

This entire project is an eyesore. For the love of god, please choose one graphical style and stick to it. Stop using smoothed high-resolution 32-bit-color text with a translucent background on top of pixelated low-resolution 16-bit-color graphics. Your icons at the top... None of them are remotely alike. The first one is smooth and looks like a rendered model. Next you have a jagged sprite, followed by a stretched low-res chat bubble, a high-quality sprite, a shrunken map, and then a custom icon with an arrow that doesn't match anything else.

Then there's the quality of everything else. The character's animation not resetting when its walk cycle stops, the battle status images in arbitrary locations with respect to the battle scene and each other, the HP bar having a transparent empty bar (what happens when the background is green, red, or yellow?), the background battle image looking like it's been compressed, some Pokemon sprites or models being stretched while others aren't, the battle GUI lacking borders (seriously, the top line of the bottom box isn't even straight...)... I could go on and on.

I understand this is a work-in-progress, but my god man, I've made a Pokemon clone and it's not that hard, especially since you can rip the graphics and copy designs from the games! Ugh, I really don't understand why all Pokemon MORPGs end up looking the way this one does.

There isn't a graphic designer in the team so any images you see are most likely picked from a random source. It's illegal to use the regular Pokemon sprites.

This entire project is an eyesore. For the love of god, please choose one graphical style and stick to it. Stop using smoothed high-resolution 32-bit-color text with a translucent background on top of pixelated low-resolution 16-bit-color graphics. Your icons at the top... None of them are remotely alike. The first one is smooth and looks like a rendered model. Next you have a jagged sprite, followed by a stretched low-res chat bubble, a high-quality sprite, a shrunken map, and then a custom icon with an arrow that doesn't match anything else.

Then there's the quality of everything else. The character's animation not resetting when its walk cycle stops, the battle status images in arbitrary locations with respect to the battle scene and each other, the HP bar having a transparent empty bar (what happens when the background is green, red, or yellow?), the background battle image looking like it's been compressed, some Pokemon sprites or models being stretched while others aren't, the battle GUI lacking borders (seriously, the top line of the bottom box isn't even straight...)... I could go on and on.

I understand this is a work-in-progress, but my god man, I've made a Pokemon clone and it's not that hard, especially since you can rip the graphics and copy designs from the games! Ugh, I really don't understand why all Pokemon MORPGs end up looking the way this one does.

There isn't a graphic designer in the team so any images you see are most likely picked from a random source. It's illegal to use the regular Pokemon sprites.

Actually it's not. Nintendo condones and loves fan games, it is however to use the Pokemon sprites in the context of a ROM because of the usage (they've explicitly stated this many times)